diff -r 1d3dc553829c -r 34e810295d08 hedgewars/uVisualGears.pas --- a/hedgewars/uVisualGears.pas Mon Jan 14 03:23:21 2019 +0100 +++ b/hedgewars/uVisualGears.pas Mon Jan 14 03:52:09 2019 +0100 @@ -192,7 +192,6 @@ Gear:= VisualGearLayers[1]; while Gear <> nil do begin - //tinted:= false; if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint); case Gear^.Kind of @@ -227,14 +226,13 @@ if Gear^.Angle <> 0 then DrawTextureRotatedF(spriteData^.Texture, Gear^.scale, 0, 0, round(Gear^.X + WorldDx + (((spriteData^.Height+8)*Gear^.Scale)/2) * (Gear^.Angle / abs(Gear^.Angle))), round(Gear^.Y + WorldDy), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height, Gear^.Angle) else - //DrawSprite(sprite, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37)) DrawTextureF(spriteData^.Texture, Gear^.scale, round(Gear^.X + WorldDx), round(Gear^.Y + WorldDy - ((spriteData^.Height+8)*Gear^.Scale)/2), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height); end; vgtDroplet: begin sprite:= GetSprite(sprDroplet, sprSDDroplet); DrawSprite(sprite, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame); end; - vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8); + vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame); vgtStraightShot: begin if Gear^.dX < 0 then i:= -1 @@ -243,7 +241,6 @@ DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle); end; end; - //if (Gear^.Tint <> $FFFFFFFF) or tinted then untint; if (Gear^.Tint <> $FFFFFFFF) then untint; Gear:= Gear^.NextGear @@ -258,14 +255,6 @@ if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint); case Gear^.Kind of -(* - vgtFlake: begin - sprite:= GetSprite(sprFlake, sprSDFlake); - if speedlessFlakes then - DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) - else - DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle) - end;*) vgtSpeechBubble: if (Gear^.Angle <> 0) then // ^ Before this gear renders, Angle must be set to mark it ready (e.g. coordinates properly initialized) if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then